// Faster version of the Unity Standard Shader.
// Forces compilation for shader model 5.0.
// Sets several defines to make perf/quality trade-offs that are more realistic for less beefy hardware.
// Based on the shader sources from 5.4.
// Merging should be relatively easy as none of the .cginc files need to be touched.
// Supports stereo instancing.

Shader "HoloToolkit/StandardFast"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo", 2D) = "white" {}

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
        _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
        [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0

        [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

        _BumpScale("Scale", Float) = 1.0
        _BumpMap("Normal Map", 2D) = "bump" {}

        _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
        _ParallaxMap("Height Map", 2D) = "black" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        _DetailMask("Detail Mask", 2D) = "white" {}

        _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
        _DetailNormalMapScale("Scale", Float) = 1.0
        _DetailNormalMap("Normal Map", 2D) = "bump" {}

        [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0

        // Blending state
        [HideInInspector] _Mode("__mode", Float) = 0.0
        [HideInInspector] _SrcBlend("__src", Float) = 1.0
        [HideInInspector] _DstBlend("__dst", Float) = 0.0
        [HideInInspector] _ZWrite("__zw", Float) = 1.0
    }

    CGINCLUDE
    // Use lower quality BDRFs (bi-directional reflectance distribution functions)
    #define UNITY_BRDF_PBS BRDF3_Unity_PBS
    #define UNITY_BRDF_PBS_LIGHTMAP_INDIRECT BRDF3_Unity_PBS

    // Several other optimizations
    // You may wish to re-enable box projection depending on your needs
    #undef UNITY_SPECCUBE_BOX_PROJECTION
    #define UNITY_SPECCUBE_BOX_PROJECTION 0

    #undef UNITY_SPECCUBE_BLENDING
    #define UNITY_SPECCUBE_BLENDING 0

    #define UNITY_TANGENT_ORTHONORMALIZE 0

    #define UNITY_SETUP_BRDF_INPUT MetallicSetup
    ENDCG

    SubShader
    {
        Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
        LOD 300

        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend[_SrcBlend][_DstBlend]
            ZWrite[_ZWrite]

            CGPROGRAM
            // We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
            #pragma target 5.0
            #pragma only_renderers d3d11

            // -------------------------------------

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend[_SrcBlend] One
            Fog { Color(0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            // We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
            #pragma target 5.0
            #pragma only_renderers d3d11

            // -------------------------------------

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass
        {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            // We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
            #pragma target 5.0
            #pragma only_renderers d3d11

            // -------------------------------------

            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma multi_compile_shadowcaster

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Deferred pass
        Pass
        {
            Name "DEFERRED"
            Tags { "LightMode" = "Deferred" }

            CGPROGRAM
            // We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
            #pragma target 5.0
            #pragma only_renderers d3d11

            // -------------------------------------

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature ___ _DETAIL_MULX2
            #pragma shader_feature _PARALLAXMAP

            #pragma multi_compile ___ UNITY_HDR_ON
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON

            #pragma vertex vertDeferred
            #pragma fragment fragDeferred

            #include "UnityStandardCore.cginc"

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode" = "Meta" }

            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature ___ _DETAIL_MULX2

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }

    SubShader
    {
        Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
        LOD 150

        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend[_SrcBlend][_DstBlend]
            ZWrite[_ZWrite]

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
            // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

            #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend[_SrcBlend] One
            Fog { Color(0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature ___ _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
            #pragma skip_variants SHADOWS_SOFT

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass
        {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma skip_variants SHADOWS_SOFT
            #pragma multi_compile_shadowcaster

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode" = "Meta" }

            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICGLOSSMAP
            #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature ___ _DETAIL_MULX2

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }

    FallBack "VertexLit"
    CustomEditor "StandardShaderGUI"
}